vbo: Implement current values update in terms of the VAO.
[mesa.git] / src / mesa / vbo / vbo_save_api.c
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2
3 Copyright 2002-2008 VMware, Inc.
4
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27
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
38 * cached on hardware.
39 *
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
44 * End).
45 *
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
49 *
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
52 * Begin(Lines)
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
55 * End()
56 *
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
59 *
60 *
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
64 *
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
67 */
68
69
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/api_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
85
86 #include "vbo_noop.h"
87 #include "vbo_private.h"
88
89
90 #ifdef ERROR
91 #undef ERROR
92 #endif
93
94 /**
95 * Display list flag only used by this VBO code.
96 */
97 #define DLIST_DANGLING_REFS 0x1
98
99
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
102
103
104 /*
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
107 */
108 static GLuint
109 copy_vertices(struct gl_context *ctx,
110 const struct vbo_save_vertex_list *node,
111 const fi_type * src_buffer)
112 {
113 struct vbo_save_context *save = &vbo_context(ctx)->save;
114 const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
115 GLuint nr = prim->count;
116 GLuint sz = save->vertex_size;
117 const fi_type *src = src_buffer + prim->start * sz;
118 fi_type *dst = save->copied.buffer;
119 GLuint ovf, i;
120
121 if (prim->end)
122 return 0;
123
124 switch (prim->mode) {
125 case GL_POINTS:
126 return 0;
127 case GL_LINES:
128 ovf = nr & 1;
129 for (i = 0; i < ovf; i++)
130 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
131 sz * sizeof(GLfloat));
132 return i;
133 case GL_TRIANGLES:
134 ovf = nr % 3;
135 for (i = 0; i < ovf; i++)
136 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
137 sz * sizeof(GLfloat));
138 return i;
139 case GL_QUADS:
140 ovf = nr & 3;
141 for (i = 0; i < ovf; i++)
142 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
143 sz * sizeof(GLfloat));
144 return i;
145 case GL_LINE_STRIP:
146 if (nr == 0)
147 return 0;
148 else {
149 memcpy(dst, src + (nr - 1) * sz, sz * sizeof(GLfloat));
150 return 1;
151 }
152 case GL_LINE_LOOP:
153 case GL_TRIANGLE_FAN:
154 case GL_POLYGON:
155 if (nr == 0)
156 return 0;
157 else if (nr == 1) {
158 memcpy(dst, src + 0, sz * sizeof(GLfloat));
159 return 1;
160 }
161 else {
162 memcpy(dst, src + 0, sz * sizeof(GLfloat));
163 memcpy(dst + sz, src + (nr - 1) * sz, sz * sizeof(GLfloat));
164 return 2;
165 }
166 case GL_TRIANGLE_STRIP:
167 case GL_QUAD_STRIP:
168 switch (nr) {
169 case 0:
170 ovf = 0;
171 break;
172 case 1:
173 ovf = 1;
174 break;
175 default:
176 ovf = 2 + (nr & 1);
177 break;
178 }
179 for (i = 0; i < ovf; i++)
180 memcpy(dst + i * sz, src + (nr - ovf + i) * sz,
181 sz * sizeof(GLfloat));
182 return i;
183 default:
184 unreachable("Unexpected primitive type");
185 return 0;
186 }
187 }
188
189
190 static struct vbo_save_vertex_store *
191 alloc_vertex_store(struct gl_context *ctx)
192 {
193 struct vbo_save_context *save = &vbo_context(ctx)->save;
194 struct vbo_save_vertex_store *vertex_store =
195 CALLOC_STRUCT(vbo_save_vertex_store);
196
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
201 * buffers:
202 */
203 vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
204 if (vertex_store->bufferobj) {
205 save->out_of_memory =
206 !ctx->Driver.BufferData(ctx,
207 GL_ARRAY_BUFFER_ARB,
208 VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
209 NULL, GL_STATIC_DRAW_ARB,
210 GL_MAP_WRITE_BIT |
211 GL_DYNAMIC_STORAGE_BIT,
212 vertex_store->bufferobj);
213 }
214 else {
215 save->out_of_memory = GL_TRUE;
216 }
217
218 if (save->out_of_memory) {
219 _mesa_error(ctx, GL_OUT_OF_MEMORY, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
221 }
222
223 vertex_store->buffer_map = NULL;
224 vertex_store->used = 0;
225 vertex_store->refcount = 1;
226
227 return vertex_store;
228 }
229
230
231 static void
232 free_vertex_store(struct gl_context *ctx,
233 struct vbo_save_vertex_store *vertex_store)
234 {
235 assert(!vertex_store->buffer_map);
236
237 if (vertex_store->bufferobj) {
238 _mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
239 }
240
241 free(vertex_store);
242 }
243
244
245 fi_type *
246 vbo_save_map_vertex_store(struct gl_context *ctx,
247 struct vbo_save_vertex_store *vertex_store)
248 {
249 const GLbitfield access = (GL_MAP_WRITE_BIT |
250 GL_MAP_INVALIDATE_RANGE_BIT |
251 GL_MAP_UNSYNCHRONIZED_BIT |
252 GL_MAP_FLUSH_EXPLICIT_BIT);
253
254 assert(vertex_store->bufferobj);
255 assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
256
257 if (vertex_store->bufferobj->Size > 0) {
258 /* Map the remaining free space in the VBO */
259 GLintptr offset = vertex_store->used * sizeof(GLfloat);
260 GLsizeiptr size = vertex_store->bufferobj->Size - offset;
261 fi_type *range = (fi_type *)
262 ctx->Driver.MapBufferRange(ctx, offset, size, access,
263 vertex_store->bufferobj,
264 MAP_INTERNAL);
265 if (range) {
266 /* compute address of start of whole buffer (needed elsewhere) */
267 vertex_store->buffer_map = range - vertex_store->used;
268 assert(vertex_store->buffer_map);
269 return range;
270 }
271 else {
272 vertex_store->buffer_map = NULL;
273 return NULL;
274 }
275 }
276 else {
277 /* probably ran out of memory for buffers */
278 return NULL;
279 }
280 }
281
282
283 void
284 vbo_save_unmap_vertex_store(struct gl_context *ctx,
285 struct vbo_save_vertex_store *vertex_store)
286 {
287 if (vertex_store->bufferobj->Size > 0) {
288 GLintptr offset = 0;
289 GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
290 - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
291
292 /* Explicitly flush the region we wrote to */
293 ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
294 vertex_store->bufferobj,
295 MAP_INTERNAL);
296
297 ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
298 }
299 vertex_store->buffer_map = NULL;
300 }
301
302
303 static struct vbo_save_primitive_store *
304 alloc_prim_store(void)
305 {
306 struct vbo_save_primitive_store *store =
307 CALLOC_STRUCT(vbo_save_primitive_store);
308 store->used = 0;
309 store->refcount = 1;
310 return store;
311 }
312
313
314 static void
315 reset_counters(struct gl_context *ctx)
316 {
317 struct vbo_save_context *save = &vbo_context(ctx)->save;
318
319 save->prims = save->prim_store->prims + save->prim_store->used;
320 save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
321
322 assert(save->buffer_map == save->buffer_ptr);
323
324 if (save->vertex_size)
325 save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
326 save->vertex_size;
327 else
328 save->max_vert = 0;
329
330 save->vert_count = 0;
331 save->prim_count = 0;
332 save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
333 save->dangling_attr_ref = GL_FALSE;
334 }
335
336 /**
337 * For a list of prims, try merging prims that can just be extensions of the
338 * previous prim.
339 */
340 static void
341 merge_prims(struct _mesa_prim *prim_list,
342 GLuint *prim_count)
343 {
344 GLuint i;
345 struct _mesa_prim *prev_prim = prim_list;
346
347 for (i = 1; i < *prim_count; i++) {
348 struct _mesa_prim *this_prim = prim_list + i;
349
350 vbo_try_prim_conversion(this_prim);
351
352 if (vbo_can_merge_prims(prev_prim, this_prim)) {
353 /* We've found a prim that just extend the previous one. Tack it
354 * onto the previous one, and let this primitive struct get dropped.
355 */
356 vbo_merge_prims(prev_prim, this_prim);
357 continue;
358 }
359
360 /* If any previous primitives have been dropped, then we need to copy
361 * this later one into the next available slot.
362 */
363 prev_prim++;
364 if (prev_prim != this_prim)
365 *prev_prim = *this_prim;
366 }
367
368 *prim_count = prev_prim - prim_list + 1;
369 }
370
371
372 /**
373 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
374 * don't have to worry about handling the _mesa_prim::begin/end flags.
375 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
376 */
377 static void
378 convert_line_loop_to_strip(struct vbo_save_context *save,
379 struct vbo_save_vertex_list *node)
380 {
381 struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
382
383 assert(prim->mode == GL_LINE_LOOP);
384
385 if (prim->end) {
386 /* Copy the 0th vertex to end of the buffer and extend the
387 * vertex count by one to finish the line loop.
388 */
389 const GLuint sz = save->vertex_size;
390 /* 0th vertex: */
391 const fi_type *src = save->buffer_map + prim->start * sz;
392 /* end of buffer: */
393 fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
394
395 memcpy(dst, src, sz * sizeof(float));
396
397 prim->count++;
398 node->vertex_count++;
399 save->vert_count++;
400 save->buffer_ptr += sz;
401 save->vertex_store->used += sz;
402 }
403
404 if (!prim->begin) {
405 /* Drawing the second or later section of a long line loop.
406 * Skip the 0th vertex.
407 */
408 prim->start++;
409 prim->count--;
410 }
411
412 prim->mode = GL_LINE_STRIP;
413 }
414
415
416 /* Compare the present vao if it has the same setup. */
417 static bool
418 compare_vao(gl_vertex_processing_mode mode,
419 const struct gl_vertex_array_object *vao,
420 const struct gl_buffer_object *bo, GLintptr buffer_offset,
421 GLuint stride, GLbitfield64 vao_enabled,
422 const GLubyte size[VBO_ATTRIB_MAX],
423 const GLenum16 type[VBO_ATTRIB_MAX],
424 const GLuint offset[VBO_ATTRIB_MAX])
425 {
426 if (!vao)
427 return false;
428
429 /* If the enabled arrays are not the same we are not equal. */
430 if (vao_enabled != vao->_Enabled)
431 return false;
432
433 /* Check the buffer binding at 0 */
434 if (vao->BufferBinding[0].BufferObj != bo)
435 return false;
436 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
437 if (vao->BufferBinding[0].Stride != stride)
438 return false;
439 assert(vao->BufferBinding[0].InstanceDivisor == 0);
440
441 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
442 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
443
444 /* Now check the enabled arrays */
445 GLbitfield mask = vao_enabled;
446 while (mask) {
447 const int attr = u_bit_scan(&mask);
448 const unsigned char vbo_attr = vao_to_vbo_map[attr];
449 const GLenum16 tp = type[vbo_attr];
450 const GLintptr off = offset[vbo_attr] + buffer_offset;
451 const struct gl_array_attributes *attrib = &vao->VertexAttrib[attr];
452 if (attrib->RelativeOffset + vao->BufferBinding[0].Offset != off)
453 return false;
454 if (attrib->Type != tp)
455 return false;
456 if (attrib->Size != size[vbo_attr])
457 return false;
458 assert(attrib->Format == GL_RGBA);
459 assert(attrib->Enabled == GL_TRUE);
460 assert(attrib->Normalized == GL_FALSE);
461 assert(attrib->Integer == vbo_attrtype_to_integer_flag(tp));
462 assert(attrib->Doubles == vbo_attrtype_to_double_flag(tp));
463 assert(attrib->BufferBindingIndex == 0);
464 }
465
466 return true;
467 }
468
469
470 /* Create or reuse the vao for the vertex processing mode. */
471 static void
472 update_vao(struct gl_context *ctx,
473 gl_vertex_processing_mode mode,
474 struct gl_vertex_array_object **vao,
475 struct gl_buffer_object *bo, GLintptr buffer_offset,
476 GLuint stride, GLbitfield64 vbo_enabled,
477 const GLubyte size[VBO_ATTRIB_MAX],
478 const GLenum16 type[VBO_ATTRIB_MAX],
479 const GLuint offset[VBO_ATTRIB_MAX])
480 {
481 /* Compute the bitmasks of vao_enabled arrays */
482 GLbitfield vao_enabled = _vbo_get_vao_enabled_from_vbo(mode, vbo_enabled);
483
484 /*
485 * Check if we can possibly reuse the exisiting one.
486 * In the long term we should reset them when something changes.
487 */
488 if (compare_vao(mode, *vao, bo, buffer_offset, stride,
489 vao_enabled, size, type, offset))
490 return;
491
492 /* The initial refcount is 1 */
493 _mesa_reference_vao(ctx, vao, NULL);
494 *vao = _mesa_new_vao(ctx, ~((GLuint)0));
495
496 /* Bind the buffer object at binding point 0 */
497 _mesa_bind_vertex_buffer(ctx, *vao, 0, bo, buffer_offset, stride, false);
498
499 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
500 * Note that the position/generic0 aliasing is done in the VAO.
501 */
502 const GLubyte *const vao_to_vbo_map = _vbo_attribute_alias_map[mode];
503 /* Now set the enable arrays */
504 GLbitfield mask = vao_enabled;
505 while (mask) {
506 const int vao_attr = u_bit_scan(&mask);
507 const GLubyte vbo_attr = vao_to_vbo_map[vao_attr];
508
509 _vbo_set_attrib_format(ctx, *vao, vao_attr, buffer_offset,
510 size[vbo_attr], type[vbo_attr], offset[vbo_attr]);
511 _mesa_vertex_attrib_binding(ctx, *vao, vao_attr, 0, false);
512 _mesa_enable_vertex_array_attrib(ctx, *vao, vao_attr, false);
513 }
514 assert(vao_enabled == (*vao)->_Enabled);
515 assert((vao_enabled & ~(*vao)->VertexAttribBufferMask) == 0);
516
517 /* Finalize and freeze the VAO */
518 _mesa_set_vao_immutable(ctx, *vao);
519 }
520
521
522 /**
523 * Insert the active immediate struct onto the display list currently
524 * being built.
525 */
526 static void
527 compile_vertex_list(struct gl_context *ctx)
528 {
529 struct vbo_save_context *save = &vbo_context(ctx)->save;
530 struct vbo_save_vertex_list *node;
531 GLintptr buffer_offset = 0;
532
533 /* Allocate space for this structure in the display list currently
534 * being compiled.
535 */
536 node = (struct vbo_save_vertex_list *)
537 _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
538
539 if (!node)
540 return;
541
542 /* Make sure the pointer is aligned to the size of a pointer */
543 assert((GLintptr) node % sizeof(void *) == 0);
544
545 /* Duplicate our template, increment refcounts to the storage structs:
546 */
547 node->enabled = save->enabled;
548 STATIC_ASSERT(sizeof(node->attrsz) == sizeof(save->attrsz));
549 memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
550 STATIC_ASSERT(sizeof(node->attrtype) == sizeof(save->attrtype));
551 memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
552 node->vertex_size = save->vertex_size;
553 node->buffer_offset =
554 (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
555 if (aligned_vertex_buffer_offset(node)) {
556 /* The vertex size is an exact multiple of the buffer offset.
557 * This means that we can use zero-based vertex attribute pointers
558 * and specify the start of the primitive with the _mesa_prim::start
559 * field. This results in issuing several draw calls with identical
560 * vertex attribute information. This can result in fewer state
561 * changes in drivers. In particular, the Gallium CSO module will
562 * filter out redundant vertex buffer changes.
563 */
564 buffer_offset = 0;
565 } else {
566 buffer_offset = node->buffer_offset;
567 }
568 GLuint offsets[VBO_ATTRIB_MAX];
569 for (unsigned i = 0, offset = 0; i < VBO_ATTRIB_MAX; ++i) {
570 offsets[i] = offset;
571 offset += save->attrsz[i] * sizeof(GLfloat);
572 }
573 node->vertex_count = save->vert_count;
574 node->wrap_count = save->copied.nr;
575 node->prims = save->prims;
576 node->prim_count = save->prim_count;
577 node->vertex_store = save->vertex_store;
578 node->prim_store = save->prim_store;
579
580 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
581 * Note that this may reuse the previous one of possible.
582 */
583 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm) {
584 /* create or reuse the vao */
585 update_vao(ctx, vpm, &save->VAO[vpm],
586 node->vertex_store->bufferobj, buffer_offset,
587 node->vertex_size*sizeof(GLfloat), node->enabled,
588 node->attrsz, node->attrtype, offsets);
589 /* Reference the vao in the dlist */
590 node->VAO[vpm] = NULL;
591 _mesa_reference_vao(ctx, &node->VAO[vpm], save->VAO[vpm]);
592 }
593
594 node->vertex_store->refcount++;
595 node->prim_store->refcount++;
596
597 if (node->prims[0].no_current_update) {
598 node->current_data = NULL;
599 }
600 else {
601 GLuint current_size = node->vertex_size - node->attrsz[0];
602 node->current_data = NULL;
603
604 if (current_size) {
605 node->current_data = malloc(current_size * sizeof(GLfloat));
606 if (node->current_data) {
607 const char *buffer = (const char *) save->vertex_store->buffer_map;
608 unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
609 unsigned vertex_offset = 0;
610
611 if (node->vertex_count)
612 vertex_offset =
613 (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
614
615 memcpy(node->current_data,
616 buffer + node->buffer_offset + vertex_offset + attr_offset,
617 current_size * sizeof(GLfloat));
618 } else {
619 _mesa_error(ctx, GL_OUT_OF_MEMORY, "Current value allocation");
620 }
621 }
622 }
623
624 assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
625
626 if (save->dangling_attr_ref)
627 ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
628
629 save->vertex_store->used += save->vertex_size * node->vertex_count;
630 save->prim_store->used += node->prim_count;
631
632 /* Copy duplicated vertices
633 */
634 save->copied.nr = copy_vertices(ctx, node, save->buffer_map);
635
636 if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
637 convert_line_loop_to_strip(save, node);
638 }
639
640 merge_prims(node->prims, &node->prim_count);
641
642 /* Correct the primitive starts, we can only do this here as copy_vertices
643 * and convert_line_loop_to_strip above consume the uncorrected starts.
644 * On the other hand the _vbo_loopback_vertex_list call below needs the
645 * primitves to be corrected already.
646 */
647 if (aligned_vertex_buffer_offset(node)) {
648 const unsigned start_offset =
649 node->buffer_offset / (node->vertex_size * sizeof(GLfloat));
650 for (unsigned i = 0; i < node->prim_count; i++) {
651 node->prims[i].start += start_offset;
652 }
653 node->start_vertex = start_offset;
654 } else {
655 node->start_vertex = 0;
656 }
657
658 /* Deal with GL_COMPILE_AND_EXECUTE:
659 */
660 if (ctx->ExecuteFlag) {
661 struct _glapi_table *dispatch = GET_DISPATCH();
662
663 _glapi_set_dispatch(ctx->Exec);
664
665 /* Note that the range of referenced vertices must be mapped already */
666 _vbo_loopback_vertex_list(ctx, node);
667
668 _glapi_set_dispatch(dispatch);
669 }
670
671 /* Decide whether the storage structs are full, or can be used for
672 * the next vertex lists as well.
673 */
674 if (save->vertex_store->used >
675 VBO_SAVE_BUFFER_SIZE - 16 * (save->vertex_size + 4)) {
676
677 /* Unmap old store:
678 */
679 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
680
681 /* Release old reference:
682 */
683 save->vertex_store->refcount--;
684 assert(save->vertex_store->refcount != 0);
685 save->vertex_store = NULL;
686
687 /* Allocate and map new store:
688 */
689 save->vertex_store = alloc_vertex_store(ctx);
690 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
691 save->out_of_memory = save->buffer_ptr == NULL;
692 }
693 else {
694 /* update buffer_ptr for next vertex */
695 save->buffer_ptr = save->vertex_store->buffer_map
696 + save->vertex_store->used;
697 }
698
699 if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
700 save->prim_store->refcount--;
701 assert(save->prim_store->refcount != 0);
702 save->prim_store = alloc_prim_store();
703 }
704
705 /* Reset our structures for the next run of vertices:
706 */
707 reset_counters(ctx);
708 }
709
710
711 /**
712 * This is called when we fill a vertex buffer before we hit a glEnd().
713 * We
714 * TODO -- If no new vertices have been stored, don't bother saving it.
715 */
716 static void
717 wrap_buffers(struct gl_context *ctx)
718 {
719 struct vbo_save_context *save = &vbo_context(ctx)->save;
720 GLint i = save->prim_count - 1;
721 GLenum mode;
722 GLboolean weak;
723 GLboolean no_current_update;
724
725 assert(i < (GLint) save->prim_max);
726 assert(i >= 0);
727
728 /* Close off in-progress primitive.
729 */
730 save->prims[i].count = (save->vert_count - save->prims[i].start);
731 mode = save->prims[i].mode;
732 weak = save->prims[i].weak;
733 no_current_update = save->prims[i].no_current_update;
734
735 /* store the copied vertices, and allocate a new list.
736 */
737 compile_vertex_list(ctx);
738
739 /* Restart interrupted primitive
740 */
741 save->prims[0].mode = mode;
742 save->prims[0].weak = weak;
743 save->prims[0].no_current_update = no_current_update;
744 save->prims[0].begin = 0;
745 save->prims[0].end = 0;
746 save->prims[0].pad = 0;
747 save->prims[0].start = 0;
748 save->prims[0].count = 0;
749 save->prims[0].num_instances = 1;
750 save->prims[0].base_instance = 0;
751 save->prims[0].is_indirect = 0;
752 save->prim_count = 1;
753 }
754
755
756 /**
757 * Called only when buffers are wrapped as the result of filling the
758 * vertex_store struct.
759 */
760 static void
761 wrap_filled_vertex(struct gl_context *ctx)
762 {
763 struct vbo_save_context *save = &vbo_context(ctx)->save;
764 unsigned numComponents;
765
766 /* Emit a glEnd to close off the last vertex list.
767 */
768 wrap_buffers(ctx);
769
770 /* Copy stored stored vertices to start of new list.
771 */
772 assert(save->max_vert - save->vert_count > save->copied.nr);
773
774 numComponents = save->copied.nr * save->vertex_size;
775 memcpy(save->buffer_ptr,
776 save->copied.buffer,
777 numComponents * sizeof(fi_type));
778 save->buffer_ptr += numComponents;
779 save->vert_count += save->copied.nr;
780 }
781
782
783 static void
784 copy_to_current(struct gl_context *ctx)
785 {
786 struct vbo_save_context *save = &vbo_context(ctx)->save;
787 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
788
789 while (enabled) {
790 const int i = u_bit_scan64(&enabled);
791 assert(save->attrsz[i]);
792
793 save->currentsz[i][0] = save->attrsz[i];
794 COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
795 save->attrptr[i], save->attrtype[i]);
796 }
797 }
798
799
800 static void
801 copy_from_current(struct gl_context *ctx)
802 {
803 struct vbo_save_context *save = &vbo_context(ctx)->save;
804 GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
805
806 while (enabled) {
807 const int i = u_bit_scan64(&enabled);
808
809 switch (save->attrsz[i]) {
810 case 4:
811 save->attrptr[i][3] = save->current[i][3];
812 case 3:
813 save->attrptr[i][2] = save->current[i][2];
814 case 2:
815 save->attrptr[i][1] = save->current[i][1];
816 case 1:
817 save->attrptr[i][0] = save->current[i][0];
818 break;
819 case 0:
820 unreachable("Unexpected vertex attribute size");
821 }
822 }
823 }
824
825
826 /**
827 * Called when we increase the size of a vertex attribute. For example,
828 * if we've seen one or more glTexCoord2f() calls and now we get a
829 * glTexCoord3f() call.
830 * Flush existing data, set new attrib size, replay copied vertices.
831 */
832 static void
833 upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
834 {
835 struct vbo_save_context *save = &vbo_context(ctx)->save;
836 GLuint oldsz;
837 GLuint i;
838 fi_type *tmp;
839
840 /* Store the current run of vertices, and emit a GL_END. Emit a
841 * BEGIN in the new buffer.
842 */
843 if (save->vert_count)
844 wrap_buffers(ctx);
845 else
846 assert(save->copied.nr == 0);
847
848 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
849 * when the attribute already exists in the vertex and is having
850 * its size increased.
851 */
852 copy_to_current(ctx);
853
854 /* Fix up sizes:
855 */
856 oldsz = save->attrsz[attr];
857 save->attrsz[attr] = newsz;
858 save->enabled |= BITFIELD64_BIT(attr);
859
860 save->vertex_size += newsz - oldsz;
861 save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
862 save->vertex_size);
863 save->vert_count = 0;
864
865 /* Recalculate all the attrptr[] values:
866 */
867 tmp = save->vertex;
868 for (i = 0; i < VBO_ATTRIB_MAX; i++) {
869 if (save->attrsz[i]) {
870 save->attrptr[i] = tmp;
871 tmp += save->attrsz[i];
872 }
873 else {
874 save->attrptr[i] = NULL; /* will not be dereferenced. */
875 }
876 }
877
878 /* Copy from current to repopulate the vertex with correct values.
879 */
880 copy_from_current(ctx);
881
882 /* Replay stored vertices to translate them to new format here.
883 *
884 * If there are copied vertices and the new (upgraded) attribute
885 * has not been defined before, this list is somewhat degenerate,
886 * and will need fixup at runtime.
887 */
888 if (save->copied.nr) {
889 const fi_type *data = save->copied.buffer;
890 fi_type *dest = save->buffer_map;
891
892 /* Need to note this and fix up at runtime (or loopback):
893 */
894 if (attr != VBO_ATTRIB_POS && save->currentsz[attr][0] == 0) {
895 assert(oldsz == 0);
896 save->dangling_attr_ref = GL_TRUE;
897 }
898
899 for (i = 0; i < save->copied.nr; i++) {
900 GLbitfield64 enabled = save->enabled;
901 while (enabled) {
902 const int j = u_bit_scan64(&enabled);
903 assert(save->attrsz[j]);
904 if (j == attr) {
905 if (oldsz) {
906 COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
907 save->attrtype[j]);
908 data += oldsz;
909 dest += newsz;
910 }
911 else {
912 COPY_SZ_4V(dest, newsz, save->current[attr]);
913 dest += newsz;
914 }
915 }
916 else {
917 GLint sz = save->attrsz[j];
918 COPY_SZ_4V(dest, sz, data);
919 data += sz;
920 dest += sz;
921 }
922 }
923 }
924
925 save->buffer_ptr = dest;
926 save->vert_count += save->copied.nr;
927 }
928 }
929
930
931 /**
932 * This is called when the size of a vertex attribute changes.
933 * For example, after seeing one or more glTexCoord2f() calls we
934 * get a glTexCoord4f() or glTexCoord1f() call.
935 */
936 static void
937 fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
938 {
939 struct vbo_save_context *save = &vbo_context(ctx)->save;
940
941 if (sz > save->attrsz[attr]) {
942 /* New size is larger. Need to flush existing vertices and get
943 * an enlarged vertex format.
944 */
945 upgrade_vertex(ctx, attr, sz);
946 }
947 else if (sz < save->active_sz[attr]) {
948 GLuint i;
949 const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
950
951 /* New size is equal or smaller - just need to fill in some
952 * zeros.
953 */
954 for (i = sz; i <= save->attrsz[attr]; i++)
955 save->attrptr[attr][i - 1] = id[i - 1];
956 }
957
958 save->active_sz[attr] = sz;
959 }
960
961
962 /**
963 * Reset the current size of all vertex attributes to the default
964 * value of 0. This signals that we haven't yet seen any per-vertex
965 * commands such as glNormal3f() or glTexCoord2f().
966 */
967 static void
968 reset_vertex(struct gl_context *ctx)
969 {
970 struct vbo_save_context *save = &vbo_context(ctx)->save;
971
972 while (save->enabled) {
973 const int i = u_bit_scan64(&save->enabled);
974 assert(save->attrsz[i]);
975 save->attrsz[i] = 0;
976 save->active_sz[i] = 0;
977 }
978
979 save->vertex_size = 0;
980 }
981
982
983
984 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
985
986
987 /* Only one size for each attribute may be active at once. Eg. if
988 * Color3f is installed/active, then Color4f may not be, even if the
989 * vertex actually contains 4 color coordinates. This is because the
990 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
991 * of the chooser function when switching between Color4f and Color3f.
992 */
993 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
994 do { \
995 struct vbo_save_context *save = &vbo_context(ctx)->save; \
996 \
997 if (save->active_sz[A] != N) \
998 fixup_vertex(ctx, A, N); \
999 \
1000 { \
1001 C *dest = (C *)save->attrptr[A]; \
1002 if (N>0) dest[0] = V0; \
1003 if (N>1) dest[1] = V1; \
1004 if (N>2) dest[2] = V2; \
1005 if (N>3) dest[3] = V3; \
1006 save->attrtype[A] = T; \
1007 } \
1008 \
1009 if ((A) == 0) { \
1010 GLuint i; \
1011 \
1012 for (i = 0; i < save->vertex_size; i++) \
1013 save->buffer_ptr[i] = save->vertex[i]; \
1014 \
1015 save->buffer_ptr += save->vertex_size; \
1016 \
1017 if (++save->vert_count >= save->max_vert) \
1018 wrap_filled_vertex(ctx); \
1019 } \
1020 } while (0)
1021
1022 #define TAG(x) _save_##x
1023
1024 #include "vbo_attrib_tmp.h"
1025
1026
1027
1028 #define MAT( ATTR, N, face, params ) \
1029 do { \
1030 if (face != GL_BACK) \
1031 MAT_ATTR( ATTR, N, params ); /* front */ \
1032 if (face != GL_FRONT) \
1033 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1034 } while (0)
1035
1036
1037 /**
1038 * Save a glMaterial call found between glBegin/End.
1039 * glMaterial calls outside Begin/End are handled in dlist.c.
1040 */
1041 static void GLAPIENTRY
1042 _save_Materialfv(GLenum face, GLenum pname, const GLfloat *params)
1043 {
1044 GET_CURRENT_CONTEXT(ctx);
1045
1046 if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
1047 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(face)");
1048 return;
1049 }
1050
1051 switch (pname) {
1052 case GL_EMISSION:
1053 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION, 4, face, params);
1054 break;
1055 case GL_AMBIENT:
1056 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1057 break;
1058 case GL_DIFFUSE:
1059 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1060 break;
1061 case GL_SPECULAR:
1062 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR, 4, face, params);
1063 break;
1064 case GL_SHININESS:
1065 if (*params < 0 || *params > ctx->Const.MaxShininess) {
1066 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glMaterial(shininess)");
1067 }
1068 else {
1069 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS, 1, face, params);
1070 }
1071 break;
1072 case GL_COLOR_INDEXES:
1073 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES, 3, face, params);
1074 break;
1075 case GL_AMBIENT_AND_DIFFUSE:
1076 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT, 4, face, params);
1077 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE, 4, face, params);
1078 break;
1079 default:
1080 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMaterial(pname)");
1081 return;
1082 }
1083 }
1084
1085
1086 /* Cope with EvalCoord/CallList called within a begin/end object:
1087 * -- Flush current buffer
1088 * -- Fallback to opcodes for the rest of the begin/end object.
1089 */
1090 static void
1091 dlist_fallback(struct gl_context *ctx)
1092 {
1093 struct vbo_save_context *save = &vbo_context(ctx)->save;
1094
1095 if (save->vert_count || save->prim_count) {
1096 if (save->prim_count > 0) {
1097 /* Close off in-progress primitive. */
1098 GLint i = save->prim_count - 1;
1099 save->prims[i].count = save->vert_count - save->prims[i].start;
1100 }
1101
1102 /* Need to replay this display list with loopback,
1103 * unfortunately, otherwise this primitive won't be handled
1104 * properly:
1105 */
1106 save->dangling_attr_ref = GL_TRUE;
1107
1108 compile_vertex_list(ctx);
1109 }
1110
1111 copy_to_current(ctx);
1112 reset_vertex(ctx);
1113 reset_counters(ctx);
1114 if (save->out_of_memory) {
1115 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1116 }
1117 else {
1118 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1119 }
1120 ctx->Driver.SaveNeedFlush = GL_FALSE;
1121 }
1122
1123
1124 static void GLAPIENTRY
1125 _save_EvalCoord1f(GLfloat u)
1126 {
1127 GET_CURRENT_CONTEXT(ctx);
1128 dlist_fallback(ctx);
1129 CALL_EvalCoord1f(ctx->Save, (u));
1130 }
1131
1132 static void GLAPIENTRY
1133 _save_EvalCoord1fv(const GLfloat * v)
1134 {
1135 GET_CURRENT_CONTEXT(ctx);
1136 dlist_fallback(ctx);
1137 CALL_EvalCoord1fv(ctx->Save, (v));
1138 }
1139
1140 static void GLAPIENTRY
1141 _save_EvalCoord2f(GLfloat u, GLfloat v)
1142 {
1143 GET_CURRENT_CONTEXT(ctx);
1144 dlist_fallback(ctx);
1145 CALL_EvalCoord2f(ctx->Save, (u, v));
1146 }
1147
1148 static void GLAPIENTRY
1149 _save_EvalCoord2fv(const GLfloat * v)
1150 {
1151 GET_CURRENT_CONTEXT(ctx);
1152 dlist_fallback(ctx);
1153 CALL_EvalCoord2fv(ctx->Save, (v));
1154 }
1155
1156 static void GLAPIENTRY
1157 _save_EvalPoint1(GLint i)
1158 {
1159 GET_CURRENT_CONTEXT(ctx);
1160 dlist_fallback(ctx);
1161 CALL_EvalPoint1(ctx->Save, (i));
1162 }
1163
1164 static void GLAPIENTRY
1165 _save_EvalPoint2(GLint i, GLint j)
1166 {
1167 GET_CURRENT_CONTEXT(ctx);
1168 dlist_fallback(ctx);
1169 CALL_EvalPoint2(ctx->Save, (i, j));
1170 }
1171
1172 static void GLAPIENTRY
1173 _save_CallList(GLuint l)
1174 {
1175 GET_CURRENT_CONTEXT(ctx);
1176 dlist_fallback(ctx);
1177 CALL_CallList(ctx->Save, (l));
1178 }
1179
1180 static void GLAPIENTRY
1181 _save_CallLists(GLsizei n, GLenum type, const GLvoid * v)
1182 {
1183 GET_CURRENT_CONTEXT(ctx);
1184 dlist_fallback(ctx);
1185 CALL_CallLists(ctx->Save, (n, type, v));
1186 }
1187
1188
1189
1190 /**
1191 * Called when a glBegin is getting compiled into a display list.
1192 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1193 */
1194 void
1195 vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
1196 {
1197 struct vbo_save_context *save = &vbo_context(ctx)->save;
1198 const GLuint i = save->prim_count++;
1199
1200 assert(i < save->prim_max);
1201 save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
1202 save->prims[i].begin = 1;
1203 save->prims[i].end = 0;
1204 save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
1205 save->prims[i].no_current_update =
1206 (mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
1207 save->prims[i].pad = 0;
1208 save->prims[i].start = save->vert_count;
1209 save->prims[i].count = 0;
1210 save->prims[i].num_instances = 1;
1211 save->prims[i].base_instance = 0;
1212 save->prims[i].is_indirect = 0;
1213
1214 if (save->out_of_memory) {
1215 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1216 }
1217 else {
1218 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
1219 }
1220
1221 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1222 ctx->Driver.SaveNeedFlush = GL_TRUE;
1223 }
1224
1225
1226 static void GLAPIENTRY
1227 _save_End(void)
1228 {
1229 GET_CURRENT_CONTEXT(ctx);
1230 struct vbo_save_context *save = &vbo_context(ctx)->save;
1231 const GLint i = save->prim_count - 1;
1232
1233 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1234 save->prims[i].end = 1;
1235 save->prims[i].count = (save->vert_count - save->prims[i].start);
1236
1237 if (i == (GLint) save->prim_max - 1) {
1238 compile_vertex_list(ctx);
1239 assert(save->copied.nr == 0);
1240 }
1241
1242 /* Swap out this vertex format while outside begin/end. Any color,
1243 * etc. received between here and the next begin will be compiled
1244 * as opcodes.
1245 */
1246 if (save->out_of_memory) {
1247 _mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
1248 }
1249 else {
1250 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1251 }
1252 }
1253
1254
1255 static void GLAPIENTRY
1256 _save_Begin(GLenum mode)
1257 {
1258 GET_CURRENT_CONTEXT(ctx);
1259 (void) mode;
1260 _mesa_compile_error(ctx, GL_INVALID_OPERATION, "Recursive glBegin");
1261 }
1262
1263
1264 static void GLAPIENTRY
1265 _save_PrimitiveRestartNV(void)
1266 {
1267 GET_CURRENT_CONTEXT(ctx);
1268 struct vbo_save_context *save = &vbo_context(ctx)->save;
1269
1270 if (save->prim_count == 0) {
1271 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1272 * is an error.
1273 */
1274 _mesa_compile_error(ctx, GL_INVALID_OPERATION,
1275 "glPrimitiveRestartNV called outside glBegin/End");
1276 } else {
1277 /* get current primitive mode */
1278 GLenum curPrim = save->prims[save->prim_count - 1].mode;
1279
1280 /* restart primitive */
1281 CALL_End(GET_DISPATCH(), ());
1282 vbo_save_NotifyBegin(ctx, curPrim);
1283 }
1284 }
1285
1286
1287 /* Unlike the functions above, these are to be hooked into the vtxfmt
1288 * maintained in ctx->ListState, active when the list is known or
1289 * suspected to be outside any begin/end primitive.
1290 * Note: OBE = Outside Begin/End
1291 */
1292 static void GLAPIENTRY
1293 _save_OBE_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
1294 {
1295 GET_CURRENT_CONTEXT(ctx);
1296 vbo_save_NotifyBegin(ctx, GL_QUADS | VBO_SAVE_PRIM_WEAK);
1297 CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
1298 CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
1299 CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
1300 CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
1301 CALL_End(GET_DISPATCH(), ());
1302 }
1303
1304
1305 static void GLAPIENTRY
1306 _save_OBE_DrawArrays(GLenum mode, GLint start, GLsizei count)
1307 {
1308 GET_CURRENT_CONTEXT(ctx);
1309 struct vbo_save_context *save = &vbo_context(ctx)->save;
1310 GLint i;
1311
1312 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1313 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
1314 return;
1315 }
1316 if (count < 0) {
1317 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
1318 return;
1319 }
1320
1321 if (save->out_of_memory)
1322 return;
1323
1324 /* Make sure to process any VBO binding changes */
1325 _mesa_update_state(ctx);
1326
1327 _ae_map_vbos(ctx);
1328
1329 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
1330 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1331
1332 for (i = 0; i < count; i++)
1333 CALL_ArrayElement(GET_DISPATCH(), (start + i));
1334 CALL_End(GET_DISPATCH(), ());
1335
1336 _ae_unmap_vbos(ctx);
1337 }
1338
1339
1340 static void GLAPIENTRY
1341 _save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
1342 const GLsizei *count, GLsizei primcount)
1343 {
1344 GET_CURRENT_CONTEXT(ctx);
1345 GLint i;
1346
1347 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1348 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
1349 return;
1350 }
1351
1352 if (primcount < 0) {
1353 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1354 "glMultiDrawArrays(primcount<0)");
1355 return;
1356 }
1357
1358 for (i = 0; i < primcount; i++) {
1359 if (count[i] < 0) {
1360 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1361 "glMultiDrawArrays(count[i]<0)");
1362 return;
1363 }
1364 }
1365
1366 for (i = 0; i < primcount; i++) {
1367 if (count[i] > 0) {
1368 _save_OBE_DrawArrays(mode, first[i], count[i]);
1369 }
1370 }
1371 }
1372
1373
1374 /* Could do better by copying the arrays and element list intact and
1375 * then emitting an indexed prim at runtime.
1376 */
1377 static void GLAPIENTRY
1378 _save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
1379 const GLvoid * indices, GLint basevertex)
1380 {
1381 GET_CURRENT_CONTEXT(ctx);
1382 struct vbo_save_context *save = &vbo_context(ctx)->save;
1383 struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
1384 GLint i;
1385
1386 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1387 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
1388 return;
1389 }
1390 if (count < 0) {
1391 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1392 return;
1393 }
1394 if (type != GL_UNSIGNED_BYTE &&
1395 type != GL_UNSIGNED_SHORT &&
1396 type != GL_UNSIGNED_INT) {
1397 _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
1398 return;
1399 }
1400
1401 if (save->out_of_memory)
1402 return;
1403
1404 /* Make sure to process any VBO binding changes */
1405 _mesa_update_state(ctx);
1406
1407 _ae_map_vbos(ctx);
1408
1409 if (_mesa_is_bufferobj(indexbuf))
1410 indices =
1411 ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
1412
1413 vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
1414 VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
1415
1416 switch (type) {
1417 case GL_UNSIGNED_BYTE:
1418 for (i = 0; i < count; i++)
1419 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
1420 break;
1421 case GL_UNSIGNED_SHORT:
1422 for (i = 0; i < count; i++)
1423 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
1424 break;
1425 case GL_UNSIGNED_INT:
1426 for (i = 0; i < count; i++)
1427 CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
1428 break;
1429 default:
1430 _mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
1431 break;
1432 }
1433
1434 CALL_End(GET_DISPATCH(), ());
1435
1436 _ae_unmap_vbos(ctx);
1437 }
1438
1439 static void GLAPIENTRY
1440 _save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
1441 const GLvoid * indices)
1442 {
1443 _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
1444 }
1445
1446
1447 static void GLAPIENTRY
1448 _save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
1449 GLsizei count, GLenum type,
1450 const GLvoid * indices)
1451 {
1452 GET_CURRENT_CONTEXT(ctx);
1453 struct vbo_save_context *save = &vbo_context(ctx)->save;
1454
1455 if (!_mesa_is_valid_prim_mode(ctx, mode)) {
1456 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
1457 return;
1458 }
1459 if (count < 0) {
1460 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1461 "glDrawRangeElements(count<0)");
1462 return;
1463 }
1464 if (type != GL_UNSIGNED_BYTE &&
1465 type != GL_UNSIGNED_SHORT &&
1466 type != GL_UNSIGNED_INT) {
1467 _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
1468 return;
1469 }
1470 if (end < start) {
1471 _mesa_compile_error(ctx, GL_INVALID_VALUE,
1472 "glDrawRangeElements(end < start)");
1473 return;
1474 }
1475
1476 if (save->out_of_memory)
1477 return;
1478
1479 _save_OBE_DrawElements(mode, count, type, indices);
1480 }
1481
1482
1483 static void GLAPIENTRY
1484 _save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
1485 const GLvoid * const *indices, GLsizei primcount)
1486 {
1487 GLsizei i;
1488
1489 for (i = 0; i < primcount; i++) {
1490 if (count[i] > 0) {
1491 CALL_DrawElements(GET_DISPATCH(), (mode, count[i], type, indices[i]));
1492 }
1493 }
1494 }
1495
1496
1497 static void GLAPIENTRY
1498 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
1499 GLenum type,
1500 const GLvoid * const *indices,
1501 GLsizei primcount,
1502 const GLint *basevertex)
1503 {
1504 GLsizei i;
1505
1506 for (i = 0; i < primcount; i++) {
1507 if (count[i] > 0) {
1508 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode, count[i], type,
1509 indices[i],
1510 basevertex[i]));
1511 }
1512 }
1513 }
1514
1515
1516 static void
1517 vtxfmt_init(struct gl_context *ctx)
1518 {
1519 struct vbo_save_context *save = &vbo_context(ctx)->save;
1520 GLvertexformat *vfmt = &save->vtxfmt;
1521
1522 vfmt->ArrayElement = _ae_ArrayElement;
1523
1524 vfmt->Color3f = _save_Color3f;
1525 vfmt->Color3fv = _save_Color3fv;
1526 vfmt->Color4f = _save_Color4f;
1527 vfmt->Color4fv = _save_Color4fv;
1528 vfmt->EdgeFlag = _save_EdgeFlag;
1529 vfmt->End = _save_End;
1530 vfmt->PrimitiveRestartNV = _save_PrimitiveRestartNV;
1531 vfmt->FogCoordfEXT = _save_FogCoordfEXT;
1532 vfmt->FogCoordfvEXT = _save_FogCoordfvEXT;
1533 vfmt->Indexf = _save_Indexf;
1534 vfmt->Indexfv = _save_Indexfv;
1535 vfmt->Materialfv = _save_Materialfv;
1536 vfmt->MultiTexCoord1fARB = _save_MultiTexCoord1f;
1537 vfmt->MultiTexCoord1fvARB = _save_MultiTexCoord1fv;
1538 vfmt->MultiTexCoord2fARB = _save_MultiTexCoord2f;
1539 vfmt->MultiTexCoord2fvARB = _save_MultiTexCoord2fv;
1540 vfmt->MultiTexCoord3fARB = _save_MultiTexCoord3f;
1541 vfmt->MultiTexCoord3fvARB = _save_MultiTexCoord3fv;
1542 vfmt->MultiTexCoord4fARB = _save_MultiTexCoord4f;
1543 vfmt->MultiTexCoord4fvARB = _save_MultiTexCoord4fv;
1544 vfmt->Normal3f = _save_Normal3f;
1545 vfmt->Normal3fv = _save_Normal3fv;
1546 vfmt->SecondaryColor3fEXT = _save_SecondaryColor3fEXT;
1547 vfmt->SecondaryColor3fvEXT = _save_SecondaryColor3fvEXT;
1548 vfmt->TexCoord1f = _save_TexCoord1f;
1549 vfmt->TexCoord1fv = _save_TexCoord1fv;
1550 vfmt->TexCoord2f = _save_TexCoord2f;
1551 vfmt->TexCoord2fv = _save_TexCoord2fv;
1552 vfmt->TexCoord3f = _save_TexCoord3f;
1553 vfmt->TexCoord3fv = _save_TexCoord3fv;
1554 vfmt->TexCoord4f = _save_TexCoord4f;
1555 vfmt->TexCoord4fv = _save_TexCoord4fv;
1556 vfmt->Vertex2f = _save_Vertex2f;
1557 vfmt->Vertex2fv = _save_Vertex2fv;
1558 vfmt->Vertex3f = _save_Vertex3f;
1559 vfmt->Vertex3fv = _save_Vertex3fv;
1560 vfmt->Vertex4f = _save_Vertex4f;
1561 vfmt->Vertex4fv = _save_Vertex4fv;
1562 vfmt->VertexAttrib1fARB = _save_VertexAttrib1fARB;
1563 vfmt->VertexAttrib1fvARB = _save_VertexAttrib1fvARB;
1564 vfmt->VertexAttrib2fARB = _save_VertexAttrib2fARB;
1565 vfmt->VertexAttrib2fvARB = _save_VertexAttrib2fvARB;
1566 vfmt->VertexAttrib3fARB = _save_VertexAttrib3fARB;
1567 vfmt->VertexAttrib3fvARB = _save_VertexAttrib3fvARB;
1568 vfmt->VertexAttrib4fARB = _save_VertexAttrib4fARB;
1569 vfmt->VertexAttrib4fvARB = _save_VertexAttrib4fvARB;
1570
1571 vfmt->VertexAttrib1fNV = _save_VertexAttrib1fNV;
1572 vfmt->VertexAttrib1fvNV = _save_VertexAttrib1fvNV;
1573 vfmt->VertexAttrib2fNV = _save_VertexAttrib2fNV;
1574 vfmt->VertexAttrib2fvNV = _save_VertexAttrib2fvNV;
1575 vfmt->VertexAttrib3fNV = _save_VertexAttrib3fNV;
1576 vfmt->VertexAttrib3fvNV = _save_VertexAttrib3fvNV;
1577 vfmt->VertexAttrib4fNV = _save_VertexAttrib4fNV;
1578 vfmt->VertexAttrib4fvNV = _save_VertexAttrib4fvNV;
1579
1580 /* integer-valued */
1581 vfmt->VertexAttribI1i = _save_VertexAttribI1i;
1582 vfmt->VertexAttribI2i = _save_VertexAttribI2i;
1583 vfmt->VertexAttribI3i = _save_VertexAttribI3i;
1584 vfmt->VertexAttribI4i = _save_VertexAttribI4i;
1585 vfmt->VertexAttribI2iv = _save_VertexAttribI2iv;
1586 vfmt->VertexAttribI3iv = _save_VertexAttribI3iv;
1587 vfmt->VertexAttribI4iv = _save_VertexAttribI4iv;
1588
1589 /* unsigned integer-valued */
1590 vfmt->VertexAttribI1ui = _save_VertexAttribI1ui;
1591 vfmt->VertexAttribI2ui = _save_VertexAttribI2ui;
1592 vfmt->VertexAttribI3ui = _save_VertexAttribI3ui;
1593 vfmt->VertexAttribI4ui = _save_VertexAttribI4ui;
1594 vfmt->VertexAttribI2uiv = _save_VertexAttribI2uiv;
1595 vfmt->VertexAttribI3uiv = _save_VertexAttribI3uiv;
1596 vfmt->VertexAttribI4uiv = _save_VertexAttribI4uiv;
1597
1598 vfmt->VertexP2ui = _save_VertexP2ui;
1599 vfmt->VertexP3ui = _save_VertexP3ui;
1600 vfmt->VertexP4ui = _save_VertexP4ui;
1601 vfmt->VertexP2uiv = _save_VertexP2uiv;
1602 vfmt->VertexP3uiv = _save_VertexP3uiv;
1603 vfmt->VertexP4uiv = _save_VertexP4uiv;
1604
1605 vfmt->TexCoordP1ui = _save_TexCoordP1ui;
1606 vfmt->TexCoordP2ui = _save_TexCoordP2ui;
1607 vfmt->TexCoordP3ui = _save_TexCoordP3ui;
1608 vfmt->TexCoordP4ui = _save_TexCoordP4ui;
1609 vfmt->TexCoordP1uiv = _save_TexCoordP1uiv;
1610 vfmt->TexCoordP2uiv = _save_TexCoordP2uiv;
1611 vfmt->TexCoordP3uiv = _save_TexCoordP3uiv;
1612 vfmt->TexCoordP4uiv = _save_TexCoordP4uiv;
1613
1614 vfmt->MultiTexCoordP1ui = _save_MultiTexCoordP1ui;
1615 vfmt->MultiTexCoordP2ui = _save_MultiTexCoordP2ui;
1616 vfmt->MultiTexCoordP3ui = _save_MultiTexCoordP3ui;
1617 vfmt->MultiTexCoordP4ui = _save_MultiTexCoordP4ui;
1618 vfmt->MultiTexCoordP1uiv = _save_MultiTexCoordP1uiv;
1619 vfmt->MultiTexCoordP2uiv = _save_MultiTexCoordP2uiv;
1620 vfmt->MultiTexCoordP3uiv = _save_MultiTexCoordP3uiv;
1621 vfmt->MultiTexCoordP4uiv = _save_MultiTexCoordP4uiv;
1622
1623 vfmt->NormalP3ui = _save_NormalP3ui;
1624 vfmt->NormalP3uiv = _save_NormalP3uiv;
1625
1626 vfmt->ColorP3ui = _save_ColorP3ui;
1627 vfmt->ColorP4ui = _save_ColorP4ui;
1628 vfmt->ColorP3uiv = _save_ColorP3uiv;
1629 vfmt->ColorP4uiv = _save_ColorP4uiv;
1630
1631 vfmt->SecondaryColorP3ui = _save_SecondaryColorP3ui;
1632 vfmt->SecondaryColorP3uiv = _save_SecondaryColorP3uiv;
1633
1634 vfmt->VertexAttribP1ui = _save_VertexAttribP1ui;
1635 vfmt->VertexAttribP2ui = _save_VertexAttribP2ui;
1636 vfmt->VertexAttribP3ui = _save_VertexAttribP3ui;
1637 vfmt->VertexAttribP4ui = _save_VertexAttribP4ui;
1638
1639 vfmt->VertexAttribP1uiv = _save_VertexAttribP1uiv;
1640 vfmt->VertexAttribP2uiv = _save_VertexAttribP2uiv;
1641 vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
1642 vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
1643
1644 vfmt->VertexAttribL1d = _save_VertexAttribL1d;
1645 vfmt->VertexAttribL2d = _save_VertexAttribL2d;
1646 vfmt->VertexAttribL3d = _save_VertexAttribL3d;
1647 vfmt->VertexAttribL4d = _save_VertexAttribL4d;
1648
1649 vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
1650 vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
1651 vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
1652 vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
1653
1654 vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
1655 vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
1656
1657 /* This will all require us to fallback to saving the list as opcodes:
1658 */
1659 vfmt->CallList = _save_CallList;
1660 vfmt->CallLists = _save_CallLists;
1661
1662 vfmt->EvalCoord1f = _save_EvalCoord1f;
1663 vfmt->EvalCoord1fv = _save_EvalCoord1fv;
1664 vfmt->EvalCoord2f = _save_EvalCoord2f;
1665 vfmt->EvalCoord2fv = _save_EvalCoord2fv;
1666 vfmt->EvalPoint1 = _save_EvalPoint1;
1667 vfmt->EvalPoint2 = _save_EvalPoint2;
1668
1669 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1670 * only used when we're inside a glBegin/End pair.
1671 */
1672 vfmt->Begin = _save_Begin;
1673 }
1674
1675
1676 /**
1677 * Initialize the dispatch table with the VBO functions for display
1678 * list compilation.
1679 */
1680 void
1681 vbo_initialize_save_dispatch(const struct gl_context *ctx,
1682 struct _glapi_table *exec)
1683 {
1684 SET_DrawArrays(exec, _save_OBE_DrawArrays);
1685 SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
1686 SET_DrawElements(exec, _save_OBE_DrawElements);
1687 SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
1688 SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
1689 SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
1690 SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
1691 SET_Rectf(exec, _save_OBE_Rectf);
1692 /* Note: other glDraw functins aren't compiled into display lists */
1693 }
1694
1695
1696
1697 void
1698 vbo_save_SaveFlushVertices(struct gl_context *ctx)
1699 {
1700 struct vbo_save_context *save = &vbo_context(ctx)->save;
1701
1702 /* Noop when we are actually active:
1703 */
1704 if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
1705 return;
1706
1707 if (save->vert_count || save->prim_count)
1708 compile_vertex_list(ctx);
1709
1710 copy_to_current(ctx);
1711 reset_vertex(ctx);
1712 reset_counters(ctx);
1713 ctx->Driver.SaveNeedFlush = GL_FALSE;
1714 }
1715
1716
1717 /**
1718 * Called from glNewList when we're starting to compile a display list.
1719 */
1720 void
1721 vbo_save_NewList(struct gl_context *ctx, GLuint list, GLenum mode)
1722 {
1723 struct vbo_save_context *save = &vbo_context(ctx)->save;
1724
1725 (void) list;
1726 (void) mode;
1727
1728 if (!save->prim_store)
1729 save->prim_store = alloc_prim_store();
1730
1731 if (!save->vertex_store)
1732 save->vertex_store = alloc_vertex_store(ctx);
1733
1734 save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
1735
1736 reset_vertex(ctx);
1737 reset_counters(ctx);
1738 ctx->Driver.SaveNeedFlush = GL_FALSE;
1739 }
1740
1741
1742 /**
1743 * Called from glEndList when we're finished compiling a display list.
1744 */
1745 void
1746 vbo_save_EndList(struct gl_context *ctx)
1747 {
1748 struct vbo_save_context *save = &vbo_context(ctx)->save;
1749
1750 /* EndList called inside a (saved) Begin/End pair?
1751 */
1752 if (_mesa_inside_dlist_begin_end(ctx)) {
1753 if (save->prim_count > 0) {
1754 GLint i = save->prim_count - 1;
1755 ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
1756 save->prims[i].end = 0;
1757 save->prims[i].count = save->vert_count - save->prims[i].start;
1758 }
1759
1760 /* Make sure this vertex list gets replayed by the "loopback"
1761 * mechanism:
1762 */
1763 save->dangling_attr_ref = GL_TRUE;
1764 vbo_save_SaveFlushVertices(ctx);
1765
1766 /* Swap out this vertex format while outside begin/end. Any color,
1767 * etc. received between here and the next begin will be compiled
1768 * as opcodes.
1769 */
1770 _mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
1771 }
1772
1773 vbo_save_unmap_vertex_store(ctx, save->vertex_store);
1774
1775 assert(save->vertex_size == 0);
1776 }
1777
1778
1779 /**
1780 * Called from the display list code when we're about to execute a
1781 * display list.
1782 */
1783 void
1784 vbo_save_BeginCallList(struct gl_context *ctx, struct gl_display_list *dlist)
1785 {
1786 struct vbo_save_context *save = &vbo_context(ctx)->save;
1787 save->replay_flags |= dlist->Flags;
1788 }
1789
1790
1791 /**
1792 * Called from the display list code when we're finished executing a
1793 * display list.
1794 */
1795 void
1796 vbo_save_EndCallList(struct gl_context *ctx)
1797 {
1798 struct vbo_save_context *save = &vbo_context(ctx)->save;
1799
1800 if (ctx->ListState.CallDepth == 1) {
1801 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1802 * flag, if it is set:
1803 */
1804 save->replay_flags &= VBO_SAVE_FALLBACK;
1805 }
1806 }
1807
1808
1809 /**
1810 * Called by display list code when a display list is being deleted.
1811 */
1812 static void
1813 vbo_destroy_vertex_list(struct gl_context *ctx, void *data)
1814 {
1815 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1816
1817 for (gl_vertex_processing_mode vpm = VP_MODE_FF; vpm < VP_MODE_MAX; ++vpm)
1818 _mesa_reference_vao(ctx, &node->VAO[vpm], NULL);
1819
1820 if (--node->vertex_store->refcount == 0)
1821 free_vertex_store(ctx, node->vertex_store);
1822
1823 if (--node->prim_store->refcount == 0)
1824 free(node->prim_store);
1825
1826 free(node->current_data);
1827 node->current_data = NULL;
1828 }
1829
1830
1831 static void
1832 vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
1833 {
1834 struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
1835 GLuint i;
1836 struct gl_buffer_object *buffer = node->vertex_store ?
1837 node->vertex_store->bufferobj : NULL;
1838 (void) ctx;
1839
1840 fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1841 "buffer %p\n",
1842 node->vertex_count, node->prim_count, node->vertex_size,
1843 buffer);
1844
1845 for (i = 0; i < node->prim_count; i++) {
1846 struct _mesa_prim *prim = &node->prims[i];
1847 fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
1848 i,
1849 _mesa_lookup_prim_by_nr(prim->mode),
1850 prim->weak ? " (weak)" : "",
1851 prim->start,
1852 prim->start + prim->count,
1853 (prim->begin) ? "BEGIN" : "(wrap)",
1854 (prim->end) ? "END" : "(wrap)");
1855 }
1856 }
1857
1858
1859 /**
1860 * Called during context creation/init.
1861 */
1862 static void
1863 current_init(struct gl_context *ctx)
1864 {
1865 struct vbo_save_context *save = &vbo_context(ctx)->save;
1866 GLint i;
1867
1868 for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
1869 const GLuint j = i - VBO_ATTRIB_POS;
1870 assert(j < VERT_ATTRIB_MAX);
1871 save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
1872 save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
1873 }
1874
1875 for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
1876 const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
1877 assert(j < MAT_ATTRIB_MAX);
1878 save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
1879 save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
1880 }
1881 }
1882
1883
1884 /**
1885 * Initialize the display list compiler. Called during context creation.
1886 */
1887 void
1888 vbo_save_api_init(struct vbo_save_context *save)
1889 {
1890 struct gl_context *ctx = save->ctx;
1891
1892 save->opcode_vertex_list =
1893 _mesa_dlist_alloc_opcode(ctx,
1894 sizeof(struct vbo_save_vertex_list),
1895 vbo_save_playback_vertex_list,
1896 vbo_destroy_vertex_list,
1897 vbo_print_vertex_list);
1898
1899 vtxfmt_init(ctx);
1900 current_init(ctx);
1901 _mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
1902 }